Wizard
Base Class: Wizard

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Apart from Sorcerers who may have inherent psionic abilities with no knowledge on how to harness them, or charismatic Bards whose performances are at the mercy of their crowds, the enchanter is a studied psychoanalyst, a scholar of the mind, and an expert on the behaviors of intelligent creatures. Enchanters specialize then in many different aspects—some seek to manipulate and beguile, while others seek to aid or solve problems by calming heated emotions. Others see mental mastery in itself as a form of enlightenment.

Level 3: Enchantment Savant

Choose two Enchantment spells, each of which must not be higher than level 2, and add them to your spellbook for free.

Whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment school to your spellbook for free.

Level 3: Coercive Charm

Starting at 3rd level when you choose this school, you’ve studied the behaviors of intelligent creatures well enough to be able to coerce them to your will with a few choice words and perhaps a bit of magic. You can use your Intelligence modifier instead of Charisma when making Charisma based skill checks.

In addition, you may use a bonus action to negate any advantage (but not immunity) a creature may have against charm effects until the start of your next turn. You may only select one creature per turn with this ability, and you must be able to see the creature. You may use this ability a number of times equal to your proficiency bonus per day, and you regain all expended uses upon completing a long rest.

Level 6: Logic Loop

Beginning at 6th level, you can evade attacks by disrupting your foe’s synapses with a magical suggestion that utterly confounds them. The suggestion is so disruptive to their thought patterns that they temporarily develop a mental block against you, effectively blinding them to your presence. When a creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to cause the creature to make an intelligence saving throw against your Wizard spell save DC. If they fail, the creature cannot perceive you until the start of your next turn or the creature receives damage. On a success, the creature is immune to further targeting with this effect for the next 8 hours. Constructs make this saving throw at disadvantage.

Level 10: Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Level 14: Subliminal Influence

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter the affected creatures’ understanding so that they either remain unaware of being charmed or unaware that you were the source of a charm effect.

In addition, your understanding of the minds and behaviors of other creatures is so comprehensive now that your enchantment spells can affect creatures who are normally immune to charm effects.

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